Use only when the user asks to produce a finished multi-scene narrator-led video and explicitly requests a faceless channel, YouTube automation, narrated explainer/story/education, documentary, storybook or myth retelling, or kids song video. Topic alone is never enough: a generic video of/about something, including a historical topic, uses ordinary video generation. Do not use for planning or ideas, single clips, silent animation, image-to-video, footage edits, ads, product demos, or UGC. This workflow requires a consistent non-photoreal style, reusable assets, narrator voiceover, and burned subtitles.
日本語の概要は準備中です。原文の説明を表示しています。
openai/plugins☆ 7,4312026年10月8日 更新
Prompt- and template-complete Google Docs creation and editing with explicit-instruction-authoritative structural preservation, including semantic roles, relationships, comparison dimensions, and instructed extensions; full-topology native-copy routing; source-grounded per-tab adaptation for past/example references; style-preserving hyperlink and table edits; canonical smart-chip-first authoring for dates and relevant supported people or Google resources; a file-backed advisory trusted read before existing-document writes; automatic protected-control awareness; direct connector APIs by default; DOCX-first import only when no supplied Google Doc template/reference constrains the output; and checked-in code mode only for exact native dropdown mutation. Use when Codex must create, edit, fill, adapt, redesign, or verify Google Docs without overriding explicit user/template instructions, adding unrequested document scope, or carrying stale reference facts into a new deliverable.
日本語の概要は準備中です。原文の説明を表示しています。
openai/plugins☆ 7,4312026年10月8日 更新
Turn generated or hand-made art into exactly what a game engine loads. Covers sprite cutout, trim and nearest-neighbour fitting to frame sizes, pixelation to a palette, sprite sheets and strips, player/team-colour masks, seamless textures, and rendering a 3D model into sprite frames from the game's own camera (isometric/RTS 8 or 16 headings, side view, top-down) with Blender. Use after generating assets, or when the user asks to make sprites, sprite sheets, animation frames, isometric unit sprites or icons for a game.
日本語の概要は準備中です。原文の説明を表示しています。
rehan-remade/universal-modder☆ 7,4062026年10月13日 更新
Create a company research brief with executive quotes, product strategy, and org context. Use when preparing for interviews, competitive analysis, partnerships, or market-entry work.
日本語の概要は準備中です。原文の説明を表示しています。
deanpeters/Product-Manager-Skills☆ 7,3432026年9月2日 更新
Feature planning and implementation with 4 adaptive phases (Specify, Design, Tasks, Execute). Auto-sizes depth by complexity. Writes testable requirements in EARS notation, atomic tasks, atomic Conventional Commits, and requirement traceability. Ships deterministic Python validation scripts so structural gates are enforced by code, not memory. Features an independent Verifier (author != verifier, evidence-or-zero), a discrimination sensor, a decision log (STATE.md), a test-coverage matrix, and a self-improving lessons layer. Stack-agnostic and tool-agnostic. Use when (1) planning features, (2) implementing with verification and atomic commits, (3) validating an implementation against a spec. Triggers on "specify feature", "discuss feature", "design", "tasks", "implement", "validate", "verify work", "UAT", "record decision", "pause work", "resume work". Do NOT use for pure architecture decomposition analysis or standalone technical design documents.
日本語の概要は準備中です。原文の説明を表示しています。
tech-leads-club/agent-skills☆ 7,0572026年10月9日 更新
Use when the user explicitly chooses iPollo Onto or starts an Onto workbench task. Build and maintain business systems directly in its connected tables, relationships and documents, saving useful results progressively. A generic CRM, search or writing request alone does not activate this workflow.
日本語の概要は準備中です。原文の説明を表示しています。
Devin-AXIS/iPolloWork☆ 6,9312026年10月13日 更新
Add and tune animated liquid-metal WebGL borders with the React `metal-fx` package. Use when buttons, icon controls, chips, tabs, cards, or selected surfaces need a metallic active, selected, hover, focus, or premium border; when implementing the MetalFx component from metal.jakubantalik.com; or when troubleshooting its presets, themes, strength, glow, reflections, sizing, radius, animation, accessibility, SSR, or performance.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build scene-by-scene chapters that advance left to right on one fixed stage while the user scrolls vertically, with native scroll as the only input. One pure function turns scrollY into scene, dwell and move, so forward, reverse, scrollbar drags, fast skips and reload at depth all land on the right frame. Covers dwell versus transition budgets, a burn-wipe or pan between scenes, chapter index and progress UI, glide-to-scene links that skip intermediate scenes, keyboard and reduced-motion behaviour. Use for horizontal scrollytelling, multi-scene product tours, "scroll down to travel sideways", chapter carousels driven by the wheel, or any piece where a wheel-jacked slider keeps breaking on touch, keys, refresh or back.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Create, integrate, or audit production-ready rigged 3D characters and monsters with a main model, skeleton, animation library, sockets, collision contracts, separate character equipment, optimized runtime files, catalog media, and an interactive moveset inspector. Use when generating or importing FBX/GLB game actors; defining character-versus-monster asset requirements; separating swords, shields, helmets, armor, or stowed gear; adding idle, walk, run, attack, hit, dodge, block, cast, or death clips; wiring an asset into gameplay; or adding action and equipment controls plus deterministic tests to a game asset catalog.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build or repair game inventory, loot, equipment, tooltips, drag-and-drop, persistence, and progression systems. Use for item schemas, pickup flows, stack rules, equipment slots, atomic swaps, save migration, and no-loss regression testing.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Score a game's combat skills and spells out of 10 with blind judges, then raise the weakest to a bar, for timing and readability (does a skill read as itself, does the blow land when it lands) and for art (detail, light, trails, impact, art direction, judged against a reference such as Diablo IV). Covers filming casts on a stopped, stepped clock, contact strips and close-ups, anonymised two-judge rounds, the levers that moved scores (hero props made from a painted concept with image-to-3D, own schedules and keyed moves, painted additive textures, camera-facing ribbons, light outside the body), the traps that cost points, asset and load budgets, and shipping each skill as its own version. Use when the user asks to score, review, improve, polish or rebuild combat skills, spells or attacks; says a skill "doesn't make sense", "looks bad" or should look like another game; names a target score; or starts a "next skill" thread. Project specifics (review hooks, harness settings, where each skill's code lives, scores so far) go in an optional local references/<project>.md next to this skill.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build the effects of a fire skill as one visual language in Three.js. Flames that read as fire, not as orange fog or cones: ray-marched flame volumes whose turbulence rises with buoyancy (slow at the root, accelerating and stretching as it climbs) instead of scrolling, a temperature ramp from a white-hot core a little above the fuel through yellow and orange to deep red tips, broad brighter licks inside, walls of fire broken into clumps of separate tongues of very different heights with notches between them and licks that detach and go out, a fire whirl wound in helical sheets with a waist and a blue root; charcoal smoke drawn premultiplied over the frame and lit only by the fire (cauliflower billows for a burst, a thin streaked curtain off a grass-fire front, fibrous wisps off small fires, ragged hot cracks inside a burst's smoke); embers and sparks that drift on a curl field, cool from white through orange to red and fall as ash; heat haze as refraction; firelight shared with the world; a world-space heat map that makes the ground's needles smoulder as hairlines and its pockets breathe; and gentle ink impact frames limited to three flashes a second. Use for fire or flame skills, fireballs, fire waves or breath, rings of fire, fire tornadoes or whirls, burning ground, wildfire fronts, smoke columns, embers, smouldering aftermath, "fire and smoke", "realistic fire", "flame thrower", "inferno", "burning field" or "skill effects only". Includes a reusable module and a five-beat demo on a scanned CC0 burned-ground floor with failure-mode switches.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build the effects of a close-combat energy skill as one visual language in Three.js. Lightning that reads as lightning, dynamic but never in your face: trees of strips (trunk, forks of forks, hair-fine branchlets) with a fine white core in a violet-blue glow, each channel reaching out as a stepped leader, flaring as it connects, holding its shape and fading through an afterglow, one discharge at a time; a storm-cloud orb (a lit billow surface that churns in place, 10-15 plasma-globe arcs from a small white core to its inner wall, crawlers on the rim, a hairline fresnel); ground strikes that flash when the leader arrives, crawl along the stone's own cracks and reflect in wet stone (the demo's floor is a scanned CC0 texture); a torn black shadow with dry-brush edges that hangs off the orb and streams behind it, air bursts felt as refraction, orange sparks, fractured rocks that land or float in a storm domain, and impact frames that hold, invert in two-tone ink with tapered speed lines, shake and bend the lens, limited to three flashes a second. Use for anime or dark-fantasy skill effects, lightning or thunder fists, plasma or energy balls, charge-ups, dashes with shadow trails, ground strikes, storm or domain rings, ultimates, hit-stop, impact frames, negative flashes, screen shake, "black lightning", "thunderstorm fist", "realistic lightning", "afterimage" or "skill effects only". Includes a reusable module and a five-beat demo with failure-mode switches.
日本語の概要は準備中です。原文の説明を表示しています。
MengTo/Skills☆ 6,7462026年10月6日 更新
Build continuous-shot motion-driven HTML stories from a subject or narrative, including research, story structure, consistent AI stills, Seedance scene and connector clips, interface styling, media normalization, and browser QA. Use for immersive journeys, timelines, product stories, fictional worlds, or other scene-based visual narratives whose camera should flow from beginning to end; not for ordinary autoplay video pages or general web apps.
日本語の概要は準備中です。原文の説明を表示しています。
OpenSenseNova/SenseNova-Skills☆ 5,7512026年10月9日 更新
Convert .NET tests from xUnit.net v2/v3 to MSTest v4 while preserving VSTest or MTP. Use for replacing xunit packages, Fact/Theory/InlineData/MemberData, assertions, IClassFixture/ICollectionFixture, ITestOutputHelper, TestContext cancellation, traits/Owner, skips, timeouts, and xUnit parallelization. Also use when a "convert xUnit to MSTest" request may already be migrated: inspect and report the no-op. Do not use for xUnit v2-to-v3, MSTest upgrades, NUnit/TUnit conversion, or runner-only VSTest-to-MTP migration.
日本語の概要は準備中です。原文の説明を表示しています。
dotnet/skills☆ 5,6202026年10月14日 更新
Plan complex Blazor UI features by decomposing them into focused components. USE FOR: building a complex Blazor page with multiple sections, planning component decomposition, designing a multi-section dashboard or layout, breaking down a large UI feature into composable components, pages with sidebars and content panels, any page with 3+ distinct visual sections or multiple interacting sub-features, identifying parent-child relationships and data flow. DO NOT USE FOR: creating new Blazor projects or apps from scratch (use create-blazor-project), implementing a single individual component (use author-component), writing component code with parameters and EventCallback (use author-component), or simple single-component pages.
日本語の概要は準備中です。原文の説明を表示しています。
dotnet/skills☆ 5,6202026年10月14日 更新
Review and optimize application data access that uses Entity Framework Core (EF Core). Use for EF Core performance and correctness reviews of services, repositories, imports, and background jobs: slow or memory-heavy queries, excessive round-trips, hidden SaveChanges, premature materialization, dynamic query construction, result-graph tracking, bulk writes, DbContext lifetime or overlapping operations, search semantics, paging, raw SQL, and model/index coverage. Use whether or not EF Core owns the schema. For EF Core, not Dapper or raw ADO.NET.
日本語の概要は準備中です。原文の説明を表示しています。
dotnet/skills☆ 5,6202026年10月14日 更新
Production-ready CSS transitions for web apps. Use when implementing notification badges, dropdowns, modals, panel reveals, page transitions, card resizes, number pop-ins, text swaps, icon swaps, success checks, avatar group hovers, error state shakes, search/input clear, skeleton loaders, shimmer text, sliding tabs, tooltips, staggered text reveals, card hover tilt, plus-to-menu morph, accordions, toasts, like buttons, learn-more hovers, checkbox checks, spinning counters, toggles, AI thinking states, reasoning streams, streaming text, matrix dot loaders, or banner stacking. Triggers on "add a transition", "animate the dropdown", "make the modal open smoothly", "swap icon", "page slide", "stagger animation", "open / close transition", "make it animate", "fade between", "success animation", "form error", "shake on invalid", "hover lift", "avatar stack hover", "clear the search", "skeleton loader", "loading shimmer", "shimmer text", "sliding tabs", "segmented control", "tooltip", "reveal text", "tilt card", "3D hover tilt", "cursor glare", "plus to menu", "FAB morph", "accordion", "collapsible", "expand / collapse", "disclosure", "toast", "snackbar", "like button", "heart animation", "learn more arrow", "checkbox", "check animation", "spinning counter", "odometer", "slot machine digits", "toggle", "switch", "thinking states", "AI status line", "agent reasoning", "reasoning stream", "streaming text", "stream words in", "matrix loader", "dot loader", "banner stack", "stacked toasts". Also "motion tokens", "scan for ad-hoc transitions", "replace hardcoded durations with motion tokens", "tokenize my animations", and the commands transitions reveal, transitions review, transitions apply, transitions refine.
日本語の概要は準備中です。原文の説明を表示しています。
Jakubantalik/transitions.dev☆ 5,1962026年10月13日 更新
Statistical visualization with pandas integration. Use for quick exploration of distributions, relationships, and categorical comparisons with attractive defaults. Best for box plots, violin plots, pair plots, heatmaps. Built on matplotlib. For interactive plots use plotly; for publication styling use scientific-visualization.
日本語の概要は準備中です。原文の説明を表示しています。
zLanqing/codex-claude-academic-skills☆ 4,8392026年5月14日 更新
Typst academic paper assistant for existing `.typ` paper projects in English or Chinese. Use this skill whenever the user wants to compile, audit, or improve a Typst paper, including format checks, bibliography validation for BibTeX or Hayagriva, grammar/sentence/logic review, expression polishing, translation, title optimization, pseudocode review, algorithm block cleanup, de-AI editing, experiment-section review, table structure validation, three-line table generation, abstract structure diagnosis, or journal adaptation. Trigger even when the user only mentions one Typst file, one bibliography issue, one pseudocode block, one section rewrite, "three-line table", "check abstract", or "reformat for another journal". Also trigger when the user mentions ".typ files", "typst compile error", "typst export", "typst bibliography", `algorithm-figure`, `lovelace`, or `algorithmic` even without saying the word "Typst" explicitly.
日本語の概要は準備中です。原文の説明を表示しています。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6072026年10月12日 更新
Recommend AND run open-source AI tools, agents, Claude Code / Codex skills, and MCP servers for any stage of a literature review — searching, reading, extracting, synthesizing, screening, citation-checking, and paper writing. Use when the user asks "what tool should I use to..." OR "install/run/use <tool> to ..." for research/lit-review work: automating a survey or related-work section, PDF→Markdown extraction for LLMs (MinerU/marker/docling), PRISMA / systematic review (ASReview), citation-backed Q&A over PDFs (PaperQA2), wiring papers into Claude/Cursor via MCP (arxiv/paper-search/zotero servers), or chatting with a Zotero library. Ships a launcher (scripts/litrun.py) that installs each tool in an isolated venv and runs it. Curated catalog of 70+ vetted projects. 支持中英文(用于「文献综述工具选型」与「一键安装/运行」)。
日本語の概要は準備中です。原文の説明を表示しています。
brycewang-stanford/Auto-Empirical-Research-Skills☆ 4,6072026年10月12日 更新
Retrieve recent local Clips Rewind context when the user says "Look at Rewind," asks what just happened, or refers to something they recently said or saw.
日本語の概要は準備中です。原文の説明を表示しています。
BuilderIO/skills☆ 4,5712026年10月9日 更新
How to work in a Writing Pipeline project (the `writing-pipeline` starter pack): a three-stage drafting flow, ideas → drafts → published. Read when the project has these folders, OR when asked to capture an idea, start or revise a draft, review a piece before it ships, or publish it. Carries the stage flow and review behaviors so that guidance does not live inside template bodies or folder descriptions. Complements the platform `open-knowledge` skill; does not replace it.
日本語の概要は準備中です。原文の説明を表示しています。
inkeep/open-knowledge☆ 4,5642026年10月14日 更新
Read when the user asks what OpenKnowledge is, wants to install it on a repository, wants to open or preview a single markdown file that is not part of an OpenKnowledge project, wants to share an OpenKnowledge project with collaborators, asks whether OpenKnowledge supports a particular capability, or asks how `ok init` / `ok cowork` / OK Desktop set up a project. Do NOT load to perform OpenKnowledge reads/writes — the runtime guidance for editing markdown inside an initialized OK project ships as a separate project-local skill installed into each detected agent's skills dir (for example `.claude/skills/open-knowledge/`) whenever `ok init` runs.
日本語の概要は準備中です。原文の説明を表示しています。
inkeep/open-knowledge☆ 4,5642026年10月14日 更新